glium 0.29.1

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
#[macro_use]
extern crate glium;

mod support;

#[allow(unused_imports)]
use glium::{glutin, Surface};
use glium::index::PrimitiveType;

fn main() {
    let event_loop = glutin::event_loop::EventLoop::new();
    let wb = glutin::window::WindowBuilder::new();
    let cb = glutin::ContextBuilder::new();
    let display = glium::Display::new(wb, cb, &event_loop).unwrap();

    // building the vertex buffer, which contains all the vertices that we will draw
    let vertex_buffer = {
        #[derive(Copy, Clone)]
        struct Vertex {
            position: [f32; 2],
            color: [f32; 3],
        }

        implement_vertex!(Vertex, position, color);

        glium::VertexBuffer::new(&display,
            &[
                Vertex { position: [-0.5, -0.5], color: [0.0, 1.0, 0.0] },
                Vertex { position: [ 0.0,  0.5], color: [0.0, 0.0, 1.0] },
                Vertex { position: [ 0.5, -0.5], color: [1.0, 0.0, 0.0] },
            ]
        ).unwrap()
    };

    // building the index buffer
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TrianglesList,
                                               &[0u16, 1, 2]).unwrap();

    // compiling shaders and linking them together
    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                uniform mat4 matrix;

                in vec2 position;
                in vec3 color;

                out vec3 vColor;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    vColor = color;
                }
            ",

            fragment: "
                #version 140
                in vec3 vColor;
                out vec4 f_color;

                void main() {
                    f_color = vec4(vColor, 1.0);
                }
            "
        },

        110 => {
            vertex: "
                #version 110

                uniform mat4 matrix;

                attribute vec2 position;
                attribute vec3 color;

                varying vec3 vColor;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    vColor = color;
                }
            ",

            fragment: "
                #version 110
                varying vec3 vColor;

                void main() {
                    gl_FragColor = vec4(vColor, 1.0);
                }
            ",
        },

        100 => {
            vertex: "
                #version 100

                uniform lowp mat4 matrix;

                attribute lowp vec2 position;
                attribute lowp vec3 color;

                varying lowp vec3 vColor;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    vColor = color;
                }
            ",

            fragment: "
                #version 100
                varying lowp vec3 vColor;

                void main() {
                    gl_FragColor = vec4(vColor, 1.0);
                }
            ",
        },
    ).unwrap();

    // Here we draw the black background and triangle to the screen using the previously
    // initialised resources.
    //
    // In this case we use a closure for simplicity, however keep in mind that most serious
    // applications should probably use a function that takes the resources as an argument.
    let draw = move || {
        // building the uniforms
        let uniforms = uniform! {
            matrix: [
                [1.0, 0.0, 0.0, 0.0],
                [0.0, 1.0, 0.0, 0.0],
                [0.0, 0.0, 1.0, 0.0],
                [0.0, 0.0, 0.0, 1.0f32]
            ]
        };

        // drawing a frame
        let mut target = display.draw();
        target.clear_color(0.0, 0.0, 0.0, 0.0);
        target.draw(&vertex_buffer, &index_buffer, &program, &uniforms, &Default::default()).unwrap();
        target.finish().unwrap();
    };

    // Draw the triangle to the screen.
    draw();

    // the main loop
    event_loop.run(move |event, _, control_flow| {
        *control_flow = match event {
            glutin::event::Event::WindowEvent { event, .. } => match event {
                // Break from the main loop when the window is closed.
                glutin::event::WindowEvent::CloseRequested => glutin::event_loop::ControlFlow::Exit,
                // Redraw the triangle when the window is resized.
                glutin::event::WindowEvent::Resized(..) => {
                    draw();
                    glutin::event_loop::ControlFlow::Poll
                },
                _ => glutin::event_loop::ControlFlow::Poll,
            },
            _ => glutin::event_loop::ControlFlow::Poll,
        };
    });
}